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16:56 | TEST | Take III |
16:56 | FIXED | Another conflict |
16:53 | TEST | Take II |
16:53 | NOTE | And the other a conflict due to the reuse of old code |
16:53 | NOTE | One was a typo |
16:53 | FIXED | Unknown identifiers x2 |
16:51 | TEST | Take I |
16:38 | LINK | Linked to right mouse button |
16:26 | TECHNO | (The icon uses the same code anyway but only needs a different link) |
16:26 | NOTE | As I said not yet linked, and two links are needed to get this all to work.... I'll start with the link to the right mouse button. Easiest to code, and from there I can at least see if everything works |
16:25 | STATUS | That should cover it all for the field |
16:23 | DONE | Permabuffs set |
16:15 | STUDY | Permabuffs in old game |
16:08 | DONE | Grant EXP in the field menu |
16:06 | CHECKLIST | |
16:04 | NOTE | That makes it easy for now, but I need to work this out in combat |
16:04 | STUDY | I had to look in the source files of the old game... I do see here that the fact you get more EXP from items giving that due to a multiplification in combat, and no such multiplications in the field.... |
15:53 | NOTE | This is not yet linked so nothing will happen yet... if no crashes during compilation occur as that is not tested, either. |
15:52 | DONE | That is Healing and AP Recover |
15:52 | SCRIPT | Part of using items scripted..... |
11:47 | STATUS | I'm starving, you know! |
11:47 | TODO | Before I get into business though, I'm first gonna prepare my lunch.... |
11:46 | TECHNO | The boolean return is, because the item effect itself should always be the same, however the way the system handles the removal of the item is another story, so that's why I chose this approach |
11:46 | TECHNO | There are two ways of using. You can right-click an item while still in the socket, which should cause the character to use that item on themselves. Or you can use the "use" icon causing the active character to use that item on themselves. |
11:44 | STATUS | The "using in the field" part of the inventory system is still not operative.... Time to get that on the move. |
10:29 | CHECKED | Aliases present... (or so it seems at least) |
9:19 | GENERATION | I had to run the neg tool again |
9:19 | CHECKED | Alrighty.... :-/ |
9:17 | RECOVERED | Let's see |
9:15 | HUH | DAFUCk! And alias disappeared? |
9:12 | TEST | |
9:12 | RECOVERED | #137 then? |
9:11 | HUH | #137 Not ignored? Disappeared.... WTF? |
9:06 | CLOSED | |
9:06 | CONFIRMED | Fix works |
8:38 | TEST | GAAN MET DIE BANAAN! |
8:38 | CHECKED | Quadruple Checked |
8:38 | CHECKED | Triple check |
8:38 | CHECKED | Double Check |
8:36 | DONE | #38 should be taken care of now |
- = 25 May 2021 = - | ||
21:08 | CONFIRMED | And I now know this works in the new Kthura, which is good |
21:08 | FIXED | Rotten objects removed |
21:01 | STUPIDITY | I think I forgot to save all files |
21:01 | POWERSHELL | let's try it again |
21:00 | HUH | Odd, directly in visual studio it works |
20:59 | FAILURE | I guess not |
20:59 | KTHURA | And let's see if we can get the cell in the prison fixed then |
20:58 | POWERSHELL | Compiling |
20:57 | KTHURA | Some older maps can still contain these, so a cleaner is still needed, even with the current Kthura being better in preventing those |
20:57 | C++ | Rotten object remover in Kthura |
20:22 | TEST | Well let's see then.... |
20:03 | FIXED | Scope error |
19:59 | CHARACTER | Yirl will in a new cycle rejoin the group, always 5 levels higher than Wendicka (unless this gets him past the ultimate level cap of 10,000). |
19:35 | CHARACTER | Foxy will in later cycles join the party a few levels higher |
17:26 | UPDATED | |
16:44 | CONFIRMED | #144 has been fixed |
16:02 | TEST | Has it been fixed indeed? |
15:59 | CONFIRMED | It was indeed the overstocking where it goes wrong |
15:59 | INVESTIGATION | |
15:53 | CLOSED | |
15:53 | BUG | I do get another crash, but that's an unrelated issue, so I gotta first push this crap away |
15:53 | CONFIRMED | that works |
15:49 | TEST | Take IV then? |
15:38 | HUH | Hmmm.... It works on most items, except the ruby |
14:50 | TEST | Take IV |
14:43 | FIXED | Wrongly attached |
14:37 | TEST | Take III |
14:37 | FUCKYOU | FUCK YOU! |
14:34 | TEST | Take II |
14:34 | DEBUG | This line should get me some answers? |
14:22 | INVESTIGATION | Why? |
14:22 | BUG | No effect |
14:14 | TEST | Take I |
14:13 | SCRIPT | |
14:13 | DATABASE | Adapted for #75 |
13:42 | TRANSFER | Icon for Onyx |
- = 24 May 2021 = - | ||
21:46 | SCREENSHOT | |
21:33 | TEST | Take II then :-/ |
21:33 | STUPIDITY | Syntax error remained which I already fixed, but I forgot to save before building |
21:28 | TEST | I'll test this along with the secret dungeon: Dark Caves.... I don't expect too much trouble, but hey, ya never know, eh? |
20:35 | CHECKED | I did check a few things out though |
20:16 | NOTE | Although not yet fully tested |
20:15 | DONE | |
18:31 | CLOSED | |
14:11 | CLOSED | |
13:53 | NOTE | At least so it seems |
13:53 | CONFIRMED | All bugs accounted for! |
13:43 | TEST | Take XV |
13:43 | FIXED | Scope error |
13:40 | TEST | Take XIV |
13:29 | NOTE | One that is valid, contrary to Schwab's |
13:29 | FIXED | We need a great reset |
13:29 | BUG | But a little bug's still there |
13:25 | CONFIRMED | Reaction is there |
13:23 | TEST | Take XIII |
13:22 | SCRIPT | Status change resistance added |
11:06 | TEST | Take XII |
11:06 | TECHNO | (this is not a bug, but merely a measure to prevent speed issues) |
11:05 | NOTE | Please note older savegames will not take any effect until you change the inventories of the affected character and then the issue fixes itself |
11:05 | FIXED | ?? |
11:04 | COCKROACH | It keeps doing that despite being scripted not to |
10:41 | TEST | Take XI |
10:41 | EXPERIMENT | I've just forcefully set the thunder diamond on a few value changes and changed it all back.... Oddly enough that sometimes helps |
10:40 | HUH | Stupid thing is, it shouldn't do that, plus it's not even set in the database to do so |
10:40 | HUH | The Thunder Diamond appears to bring the Dark element down |
10:35 | TEST | Take X will have to provide me more information |
10:00 | DEBUG | Some extra data in the debug lines |
9:59 | DEBUG | I've set up some extra debug stuff that logs incrementations and decrementations |
- = 23 May 2021 = - | ||
14:43 | STATUS | I DO need to sort out why Dark attacks have suddenly all come to "Fatal", as that shouldn't happen..... |
14:43 | JUDGMENT | Better, better |
14:37 | TEST | Take IX |
14:36 | FIXED | Crash because of empty sockets |
14:32 | TEST | Take VIII |
14:32 | FIXED | ?? End correction fixed ?? |
14:31 | FIXED | At the start of each recalc a reset |
14:28 | TEST | Take VII |
14:28 | FIXED | Tag fixup |
14:24 | TEST | Take VI |
14:24 | FIXED | Gave me time to fix this? |
14:24 | STATUS | I got a forced wait on my other activities |
13:53 | STATUS | But that's for later! |
13:53 | BUG | Everything gets to "Absorb" .... That's not right.... So I must sort out what the fuck is happening here |
13:38 | TEST | Take V |
13:38 | FUCKYOU | Prefix error |
13:35 | TEST | Take IV |
13:35 | STUPIDITY | I really have seen too much COVID propaganda..... |
13:34 | FIXED | Wrong variable |
13:27 | TEST | Take III |
13:27 | FIXED | Tag error |
13:23 | STUPIDITY | Dang! How could I be THIS stupid! (I ain't a follower of the COVID regime... So I should not have made this mistake... AAAARGH!) |
13:20 | TEST | Take II |
13:20 | FIXED | Syntax error in link up code |
13:17 | TEST | Let's see then..... Take I |
13:11 | STATUS | Will it work? |
13:11 | LINK | Done |
13:04 | NOTE | I do need one more link in the item screeen though |
13:04 | NOTE | As treasure drops and succesful pickpocket attempts all call the same routines as treasure in the field, those linkups happen anyway as this central routine is what they all link to in the first place |
13:02 | LINK | Combat routine also linked (although consumable items with this effect are rare, but with the way this system has been set up not impossible). |
12:46 | LINK | The status screen has now been linked to this link (does that make sense?) |
12:00 | TECHNO | The combat engine and the status screens will need this |
12:00 | LINK | JewelRecalc now accessible through all states |
11:53 | NOTE | (And also only affects the character whose inventory is changed... that will always remain that way, but in normal gameplays started with the stable releases not an issue, of course). |
11:51 | NOTE | Simply loading an old savegame won't do much good, the trigger will now only be activated on placing an item... This is because removing has a few extra workouts required |
11:50 | NOTE | One thing at a time, effects on status changes will not work |
11:50 | SCRIPT | Jewel effects on status changes should now work |
- = 22 May 2021 = - | ||
20:02 | VOID | Actually it's not really a fix, but a void of some dirty scripting I used there, which would be exposed if you loaded a quit-save 🤣 |
20:00 | FIXED | And also in the Yaqirpa |
20:00 | FIXED | I've blocked Quit-Saves in all areas of Excalibur |
19:57 | STUDY | Jewel data which is now unused, but which is later needed when jewels are being placed and removed |
15:30 | STATUS | Everything appears to be in order up to the point where ExHuRU joins the party |
15:21 | CONFIRMED | Good! |
15:16 | COSMETIC | It's only cosmetic, but it can confuse the crap out of people, so it's important nonetheless |
15:15 | FIXED | Should be fixed now |
15:13 | BUG | Cosmetic issue, but a serious one.... It shows stuff when you enter your home for the first time |
13:50 | CONFIRMED | Up to the boss everything appears to work |
13:44 | FIXED | Prevent walk error on Astrilopups top floor Yaqirpa |
12:49 | STATUS | Time to eat! |
12:10 | NOTE | I am also listening to this now! |
12:06 | TEST | Some more tets for the Yaqirpa |
11:51 | FIXED | |
11:41 | CLOSED | |
11:35 | UPDATED | |
11:31 | CLOSED | |
11:31 | CONFIRMED | Yup, that works |
11:23 | TEST | Take II |
11:19 | FIXED | Syntax error |
11:17 | TEST | Let's see if the fix works |
11:15 | FIXED | #142 should be fixed now |
- = 21 May 2021 = - | ||
21:57 | NOTE | This is however not for now... It's 9pm time to get my rest... I work too much on this project anyway, so I need my rest! |
21:57 | BUG | |
21:56 | CONFIRMED | This is all fine now |
21:45 | TEST | Take IV |
21:45 | COSMETIC | Code order... To to prevent Wendicka's pony tail to block the ability printed above her head. Those letters are more important than that pony tail |
21:44 | COSMETIC | Coordinate finetuning |
21:28 | JUDGMENT | The concept work, but a bit of polishing is still required |
21:11 | TEST | Take III |
21:11 | FIXED | Cycle check error |
21:08 | FIXED | Another Syntax error |
21:05 | TEST | Take II |
21:05 | FIXED | Syntax error |
19:29 | TEST | Take I |
18:48 | SCRIPT | This I should have done before. You can now view the set attack + target(s) if a character you select for a combat action has any. |
15:30 | STATUS | Okay, as far as I can judge the transfer into a new cycle works now |
15:12 | TEST | Take V |
15:12 | VOID | ? |
15:11 | BUG | But I must say why uniform Crystal enters the new game on level 6 in stead of the 100+ as she should be |
15:11 | STATUS | almost there |
14:53 | TEST | Take IV |
14:53 | FIXED | Load Image issue |
14:52 | HUH | Da fuuuuuuck!? How is it possible this issue was never seen before? |
14:50 | TEST | Take III |
14:50 | FIXED | Transpad kill issue? |
14:25 | TEST | Take II |
14:25 | NOTE | (I really hope this ain't gonna take long) |
14:24 | FIXED | KillReset Link Error |
14:20 | TEST | Take I |
14:19 | NOTE | And now the grand tests can start.... Well... for a part |
14:19 | TECHNO | For Wendicka this is not needed, as although listed as two different characters in the database, all her data is linked to the same memory addresses, so if one character changes, the other will too. |
14:18 | SCRIPT | Crystal syncup (as the uniform Crystal has different base stats as her cyborg form, I need to make sure this happens. Her buffs and upgrades are linked, so those are fine)., |
14:05 | SCRIPT | Recreation of Briggs on old Level Cap |
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